Geometry nodes hard surface "possible use-case" request.
Its a pretty straight forward request and I think my thumbnail explains the end-goal pretty well but the idea is that I think you should be able to procedurally achieve a result like the lower image based on vertex groups (top image) by filtering the geometry based on vertex groups (theres no node for this currently capable of preserving the edges between the vertices), splitting the edges (theres a node for this already), scaling on individual origins (transform operations are possible, but not on individual origins), skinning (like the skin modifier, theres no node for this either),bevel (no node for this either currently) and lastly one would perform a boolean operation cutting out the geometry we just generated from the original mesh (bool node does exist already).
So to make a complete list, the nodes missing to do something like it currently are:
- Geometry separate (separates a mesh by attributes (like vertex groups))
- skin node (like the skin modifier)
- geometry transforms (with an individual transforms option making it behave just like individual transforms in edit/object mode)
- bevel node (like the bevel modifier)
And when Im well here, I would also like to see a face inset node (like inset faces in mesh editing)
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